using System;
using System.Collections.Generic;
using ns26;
using ns27;

namespace Triton.Game.Mapping
{
	[Attribute38("QuickBlendShape")]
	public class QuickBlendShape : MonoBehaviour
	{
		public enum BLEND_SHAPE_ANIMATION_TYPE
		{
			Curve,
			Float
		}

		public bool m_DisableOnMobile => method_2<bool>("m_DisableOnMobile");

		public BLEND_SHAPE_ANIMATION_TYPE m_AnimationType => method_2<BLEND_SHAPE_ANIMATION_TYPE>("m_AnimationType");

		public float m_BlendValue => method_2<float>("m_BlendValue");

		public bool m_Loop => method_2<bool>("m_Loop");

		public bool m_PlayOnAwake => method_2<bool>("m_PlayOnAwake");

		public List<Mesh> m_Meshes => method_3<Class251<Mesh>>("m_Meshes")?.method_25();

		public List<Mesh> m_BlendMeshes => method_3<Class271<Mesh>>("m_BlendMeshes")?.method_25();

		public bool m_Play => method_2<bool>("m_Play");

		public float m_animTime => method_2<float>("m_animTime");

		public List<Material> m_BlendMaterials => method_3<Class251<Material>>("m_BlendMaterials")?.method_25();

		public Mesh m_OrgMesh => method_3<Mesh>("m_OrgMesh");

		public QuickBlendShape(IntPtr address, string className)
			: base(address, className)
		{
		}

		public QuickBlendShape(IntPtr address)
			: this(address, "QuickBlendShape")
		{
		}

		public void Awake()
		{
			method_8("Awake");
		}

		public void Update()
		{
			method_8("Update");
		}

		public void OnEnable()
		{
			method_8("OnEnable");
		}

		public void OnDisable()
		{
			method_8("OnDisable");
		}

		public void PlayAnimation()
		{
			method_8("PlayAnimation");
		}

		public void StopAnimation()
		{
			method_8("StopAnimation");
		}

		public void BlendShapeAnimate()
		{
			method_8("BlendShapeAnimate");
		}

		public void CreateBlendMeshes()
		{
			method_8("CreateBlendMeshes");
		}
	}
}
